PC Engine emulator v0.21 (24 Jul 1998)
======================================

SYNTAX

    pcengine [-us|-jp] [-nosound] <rom filename>

DESCRIPTION

    This is an early release of my PC Engine emulator.  There are a number of
    problems with it, the most obvious of which is the lack of sprite
    clipping, but the code is about to undergo a major overhaul so hopefully
    most of the problems will be fixed by the next release.  The emulator
    should work on any RISC PC, but a StrongARM is recommended if you want a
    usable frame rate.  If you don't have 16 bit sound, you'll also need to
    disable the sound emulation by adding the `-nosound' switch.

    By default, the emulator will pretend to be an American machine (the
    Turbo Grafx 16).  A small number of Japanese games were written to run
    only on the Japanese version (the PC Engine) and for these you'll need to
    run the emulator with the `-jp' switch.  If you come across a game that
    refuses to do anything, it may be worth trying this before giving up.

    The real PC Engine runs at approximately 60 frames per second, whereas
    this emulator typically maintains a frame rate in the 70's or 80's (on a
    StrongARM machine).  As of v0.21, the emulator now automatically caps the
    speed at 60fps.

CONTROLS

                | Player 1     | Player 2
    ------------+--------------+-----------
    D-pad left  | Cursor left  | Keypad 1
    D-pad down  | Cursor down  | Keypad 2
    D-pad right | Cursor right | Keypad 3
    D-pad up    | Cursor up    | Keypad 5
    RUN         | Return       | Keypad +
    SELECT      | Space        | Enter
    Button II   | S            | Keypad 9
    Button I    | A            | Keypad 8

    The PC Engine (and this emulator) supports up to five players, but for
    now players 3 through to 5 have been assigned the same keys as the first
    player.  Currently, the only way to alter the key mappings is to fiddle
    with the binary.  Load `pcengine' into a suitable editor (eg Zap or
    StrongEd) and search for the string `Joypad keys '.  Immediately
    following this should be 5 sets of 8 bytes, giving the internal key codes
    that correspond to each player's controls.  The bytes are arranged in the
    same order as in the table above, ie the first byte is for `D-pad left',
    the second for `D-pad down' and so on.  A list of internal keys codes can
    be found on page 1-156 of the RISC OS 3 PRMs, or in the source code for
    my Macros program, available at <http://www.plasma.demon.co.uk/macros/>

    By convention, pressing RUN and SELECT together will reset the game, but
    this may not be supported by every game you try.

CONTACT

    I already know that compatibility is not as good as it ought to be, and
    I'm hoping to address this in the next release, but if you have any other
    comments, or would like to help out in some way, you can contact me at
    <paul@plasma.demon.co.uk>

COPYRIGHT

    This program can be freely distributed, so long as the author's name is
    not removed from any of the files.  The program comes with no guarantee,
    implied or stated, and no responsibility can be accepted by the author
    for any kind of loss.
